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Hello everyone and welcome to a new roadmap post!

Sorry we skipped one last month. There's no other reason we did other than I was busy. I recently moved to a new house and I was sorting everything out, so I didn't know what the release schedule would look like.

Since the last roadmap, we have released the final content update for Vanilla Factions Expanded - Insectoids 2, adding a brand new boss-level insectoid as well as many new structures and QoL features.

Sarg has cooked a Vanilla Food Variety Expanded mod that really adds some much needed depth to what your colonists want to eat and how they feel about it.

Vanilla Anomaly Expanded - Insanity was also released, inspired by the works of HP Lovecraft, you can now see your colonists succumb into madness.

Work on Medieval 2 is still ongoing - we have the first stage of the mod more or less done: this means that the content we wanted to keep from both Medieval and Vikings is in and working. Now, we're focusing on adding the new content - including an alchemy system, new weapons, new structures, a new faction and much more!

We have a new addition in development too, a mod I announced to you recently: Vanilla Quests Expanded - The Generator. It's really a lot of fun designing it, and oh boy does it give a lot of power on highest tiers. I reckon you will love it.

I have decided to move Exploration Expanded back to planned mods since we didn't do any work on it recently. There has been some development hiccups and issues arising, and I need a clear head to be able to tackle them. I have replaced it on the roadmap with a new xenotype mod we have been working on: Vanilla Races Expanded - Flesher. Really a grotesque monstrosity mod, allowing you to keep a half-fleshbeast half-human in your colony!

As always, our focus is on quality over quantity. Since we have over a 100 mods in our collection, this means it's absolutely critical for us that our mods release well polished, well tested, with a breadth of content that feels like something Ludeon would've done. That's why while the development might feel slow, we're actually putting in more hours than ever. I hope the quality of Insectoids 2 shows the amount of time we spend on our mods.

If you have any questions, don't hesitate to ask in the comments below!

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Comments

Deggial

Thanks for the update, Oskar. Moving house can turn your whole life upside down. Been there, done that. It's actually quite impressive that you're already focused enough to continue your work. The "demotion" of Exploration Expanded is sad, though. I hope it is indeed only temporary and not the first sign of it being dropped for good. Especially as 'The Generator' encourages the player to travel overland a bit more (if I understood you correctly). Both mods will benefit greatly from each other, I imagine.

Sylant99

What to expect from imperial vehicles? They are better than tier 3? Will we have own flying shuttle to fast deploy and retreat troops? Helies have slow animation of landing and sometimes is better to use a permit for shuttle from nobles.

Lilac0

Looking forward to Medieval 2, Ive been holding off on experiencing Insectoids 2 as I want my first experience to be brave knights against the chitinious menace

Computica

Really enjoying the current road map situation. It's weird we have a month where we aren't testing something directly related to VE but I'd like to give Helexian a special honor when it comes to that. Edit: Aye the Flesher thing is new to me, it looks cool.

Stim

Mostly here waiting for the vikings, but sure got my interest with the rest. Ultratech is also something I can't wait for

Gertjan Van Damme

Just one question: for the mining mod, the current one i use requires the manual movement of pawns and resources betweenthe levels. is the plan for pawns to autonomously move and haul goods between the levels?

Jason McGinn

Thoughts and prayers for Exploration Expanded :*(

BrenTenkage's Gaming

well least stuff is being worked on, also hope the move is working out.

Colin Lehr

I've been hoping for the Megacorp mod for what feels like years!

Valentin Maire

Really excited to learn more about that Flesher xenotype. I've created my fair share of horror custom xenotypes and can't wait to see what the team will come up with for this one.

PaperClipChip

Thanks for the Anomaly themed mods, Flesher seems very exciting!

Rothmal

I can't wait for Medieval 2.

Lord Duckian

Really looking forward to seeing the imperial vehicles mod, one thing that I always felt was missing in my empire run was a massive trading convoy travelling to an imperial settlement, only for it to be ambushed by deserters. Is there any idea what kind of vehicles, aside from those already shown in the previous mods and base game, that will be added?

warren overstreet

Vanilla Health Expanded sounds like it will be really interesting. I'm excited to see what it will do once it releases

Katieclysm

Shame to hear about Exploration getting pushed back, but I know it's better to get it right. Still looking forward to it. Basic exploration is just so... flat.

Paton Yecla

A suggestion for VFE: Medieval: would it be possible to include animal armour? Animal Gear is a mod that allows this, i've used it in a rimhammer playthrough and works quite well. It would be fantastic to face the dangers of the rim on our armoured steeds!

Zita2046

I'm gonna cry a river when Medieval 2 is released !!

Nathan Gadoury

VE - diplomacy is still up there, so I suspect it isn't scrapped yet but still very much could be?

tiltowhirl

Is there still hope for Childhood Expanded?

dyx

Medieval 2 - a new faction for 1 in total, or in addition to those we already know from the old version?

Hanss Kloss

When will the Medieval 2 mod be released? I'm looking forward to it very much <3

Mocho

Will Medieval 2 have ideology integration? I always thought some of the vikings stuff could be a style. Like the columns

Stephan Schany

The Flesher looks interesting. At a guess she eats raw meat for upgrade points (maybe getting more from Twisted Meat?) which she then spends on extra limbs and healing, transforming the limbs back (at a refund) to switch to new configurations. With some of the better stuff maybe requring skill levels e.g. melee and medical.

michael Wrightson

What's the overall idea behind expanded diplomacy? From what it looks like it seems that it'll deal with factions laying claim to tiles on the world map, could you explain more about the idea?

Jippy 🫀

The new race looks cool! 😄

Jordan Blackmon

Were Exploration and Diplomacy going to work hand in hand? Really wish the worlds felt more alive, Being able to visit and interact with other factions would be awesome but sounds daunting to make.

Marco Antonio Magallon

Glad that Diplomacy isn't quite yet forsaken. It has always been the thing that most sticks out to me on these roadmaps, since it would really make the planet mean something besides just "caravan days travelled for resources". I get that it has technical hurdles associated however. If I may I'd like to suggest a peek at this mod, Map Mod Framework. The creator NozoMe is also working on a Faction Territory mod, outlined at the bottom of the description page: https://steamcommunity.com/sharedfiles/filedetails/?id=3296654393

Joel Fitzgibbon

Are the old gene manufactured insectoids being added to Vanilla genetics expanded?

Sindre Måge

Really looking forward to Medieval 2 Vikings and Freya were my favorite mods. Will it include an option to limit technology of the generated world? If so that would be fantastic! You guys are doing amazing work!

Cleric

Hey, can I ask how big your team is? I'm baffled by the quality and rate of the new content but also I'm amazed by how you keep coming up with new stuff to implement.

dj

what the hell is a flesher

Wargamer

diplomacy expanded finna be' aweseomsauce 😁

Jiří Bohaček

With all the new xenotypes and factions, one thing that got to me was the ammount of additional factions. Maybe, a possible VE mod could be a small faction working not as a nation state, but as an outcast faction for different xenotypes? i.e. 1/5 Saurian, 1/5 VE Pigskin, 1/5 Boarskin, 1/5 Lycan and 1/5 VE Hussar ? Possibly called Rough Outcasts, and friendly variant Civil Outcasts ?

Jenambus

I’m curious to know what bits and pieces from The Witcher hunt mod will be included in Medieval 2. Are you guys willing to share any insight? Also. What about the creatures added from Vikings. Are they returning? This might be the wrong blog to post this question on. If so my bad.

Polar Potato

With Imperial Vehicals, is there any thought towards vehical transportation similar to 'RimThunder - Liberty of Delivery' I enjoy Vehicles however after getting a helicopter the time cost needed to get a convoy of armor to any quests makes them difficult to use.